| Post/Author/DateTime | Post |
|---|---|
| #1ImpalpableNov 01, 2010 13:09:47 | Hi Ya'all, I bought Gamma World over the weekend with plans to run it both for my kids and as an in-between kinda game when my 4e game group can't all show up for game nights. Now perhaps I missed something, but does the game book give any detail or setting information at all? Like what is Gamma Terra? How did it get that way? I have found a few references to "The Big Mistake" but what was that? Do we even need to know? I read the rule-book cover to cover (essentially) and didn't really see anything that was an overall/general setting explanation. Did I miss it? Thanks for your help. |
| #2stonewyndNov 01, 2010 13:14:44 | there's some on page 90. they leave it all up to you. you make up what the big mistake was. back in 2 ed there was probably a reason and a history but there have taken that stuff out to make the rule book more compact. |
| #3serok42Nov 01, 2010 13:51:08 | It says at the beginning of the book. I can't remember what page it is on. The Big Mistake had to do with the Large Hadron Collider causing parallel worlds to collide or something like that. |
| #4Tony_VargasNov 01, 2010 13:58:51 | There's a brief discussion of the Big Mistake and it's consequences in the Introduction. The setting is wide-open. The Big Mistake caused myriad alternate timelines/universes/whatever to condense into our own. So Gamma Terra is a patchwork reality of interlaced 'worldines.' That's why Alpha Flux is so bizarrely prevelent - because the worldines aren't fully stabilized in their integration, even 150 or so years latter. |
| #5ImpalpableNov 01, 2010 14:24:37 | See, that's probably where I missed it, the introduction. Im so used to the "what is a role playing game" introductions I normally just skip those. That'll teach me. Thanks you guys for all your clarification and time. I appreciate it. I think its funny there is reference to the hadron colider because in lieu of any established setting that is what I was going to base my "Big Mistake" on. |
| #6ExcalibursZoneNov 01, 2010 15:07:19 | I'm actually going to treat the worldline collapsing event (aka the big mistake) the same way that RIFTS does. Because of that, I have a lot of campaign material that's already established. For scenery, I'm using games like Fallout, Wasteland, and the like to give specific areas some flavor. I also have much of the original gamma world stuff so I'll be porting over those adventures and hooks for use in my campaign. |
| #7mvincentNov 01, 2010 15:26:25 | I'm actually going to treat the worldline collapsing event (aka the big mistake) the same way that RIFTS does. Because of that, I have a lot of campaign material that's already established. Yup... Rifts makes for an excellent resource, and there's no reason GW couldn't have links to it. Indeed, I'm already assuming that my GW world will be connected to places like Riftsworld, Faerun (due to the spell-plague), Greyhawk (due to the Savage tide), and Paranoia's Alpha Complex. |
| #8drax41kNov 01, 2010 15:52:13 | I absoloutly plan on tying in a dystopian Paranoia like society into my GW campaign at some point. |
| #9strand0Nov 02, 2010 1:41:34 | You might look for (cheep) a First, Second, Third, or Fourth edition of GW for the information and stuff that will give you lots more background on the world and most of the monster/mutants. |
| #10hcottersonNov 02, 2010 9:55:42 | Also, I'd argue that the whole book is setting. What are Character Origins if not setting, communicating to you the tone of the world and information about it? Ditto with powers and Alphas & Omegas, and monsters and the like. Setting is more than info-dump. I love how GW's setting is presented, and the extent of the info-dump (1/2 page). |